Submerged

Submerged Cover: Miku carries TakuDeveloper: Uppercut Games
First Release: 4th August, 2015
Version Played: PlayStation 4
Length: Short
Available: PS Store US | PS Store UK | Xbox One | Steam

Miku’s brother Taku is badly hurt. When their boat drifts into an abandoned city, she hopes to find supplies to help him recover.

The setting is a flooded city in a post-apocalyptic world where the sea levels have risen. Despite the main aim of finding supplies for Taku, there are no time limits and the player can take as long as they want to explore. Miku travels around the city in her fishing boat, and can climb the buildings sticking out of the water.

I liked the general feel of the game. Rather than showing the decay of the city as destruction, it’s something that’s brought new life. Sea creatures swim through the streets and jungles grow on the buildings. There’s a day and night cycle, as well as the occasional storm.

The past is told through picture sequences. Finding supply crates unlocks the story of Miku’s family. Finding books unlocks the story of the city. The present story is told through brief cutscenes. This all worked well enough, but the present story is very short. It ends abruptly just as it’s getting going.

Image Caption: Miku driving her small fishing boat through the city. Miku is a tween/young teen wearing clothes made from old cloth (baggy shorts below the knee, a strip of cloth over her chest, and a long scarf). She has light skin and brown hair. She stands in the boat with her back to the camera, and a hand on the tiller. The city has overgrown buildings, with trees on top, sticking out of the water. There are game icons at the bottom of the screen and a compass at the top.

Gameplay is repetitive. The main activities consist of finding the crates and secrets by climbing buildings, and exploring the city by boat. As the story is on the slim side, and the buildings are generally similar to each other, there’s not much that’s very surprising around the corner. I’d have liked more unique areas on the buildings, new animals appearing as the story progresses, or something else like that to reward exploring.

The game has subtitles for Miku’s language, though little that’s said is really needed. It’s mainly to reinforce what needs doing as shown in the cutscenes. The storms produce a few flashes on the screen, but it’s not compulsory to play during the storms if they’re an issue. It’s third person, cutting out most motion sickness issues, which is perhaps ironic given the length of time spent in a boat.

I did enjoy wandering around the city. Driving my boat over the rolling waves, with dolphins following me, was a relaxing experience. My favourite animal was the giant whale shark that appears in some of the deeper channels. It’s not a bad game for players looking for short non-combat experiences. But I felt there was a lot of potential it didn’t quite reach, particularly in terms of story and things to find while exploring.

Pokémon Go: My First Adventure

Developer: Niantic
First Release: 6th July, 2016
Version Played: iPhone 5S (iOS)
Length: Endless
Available: Android and Apple iOS

Pokémon Go is an augmented reality (AR) game that runs on mobile devices. It’s based on the popular Pokémon series of games, with the general theme of catching, evolving and fighting cartoon animals. Game locations are in the real world, encouraging players to travel around. The basic game is free, though players can buy items to help them.

This is a journal of my first Pokémon Go adventure, as well as my overall thoughts on the game. I’ve played a few of the Nintendo DS Pokémon titles. This includes the one that came with a pedometer that let players earn things by walking. It turned out this was an issue, as I played those games in the USA, and I had a trainer account set to that region. I couldn’t change my region or my display name for the old account, which seems like really obvious things people might want to change. I had to start a new account. So the account side of it was not exactly at the cutting edge of account management systems, but at least I could get that set up in advance.

Something that’s an improvement on previous titles is it asks the player to choose a style, rather than asking if they’re a boy or a girl. I prefer it being framed as how I want my character to look, rather than my own gender (unless the game is going to actually let me enter my gender). In general though, there are very few options for the characters, which is an odd choice in a social game.

I caught my starter, a Bulbasaur, at home. The mechanism is to flick the ball on the screen with a finger. It’s a little tricky, but I got there in the end. Over the next few days, it became apparent there was a colony of bug Pokémon in the garden, as there were little flurries of leaves on the map and a few wandered inside. There were also quite a lot of bats over the road, in the house where someone was murdered, which was creepily accurate.

The game instructions are very sparse. I can understand why people think they have to walk towards Pokémon that appear on the map, because it seems logical. However, it isn’t required. As soon as they appear, they can be tapped and the catching process will begin. I could get those bats in the murder house without leaving my house.

starter

Image Caption: My hand holding a phone in my sitting room. On the screen, the image seen through the phone camera is shown. Bulbasaur (a green dinosaur with a plant bulb on the back) is sitting on a computer tower. A Poké Ball is on screen, with an arrow and hand icon showing how to throw it.

Finally, it was time, and the main adventure began. My fellow traveller was Spiritunicorn, because safe trainers go together, to deal with those really big Pokémon. We hadn’t gone far before a child shouted, “Excuse me. Are you playing Pokémon Go!?” I nodded, and they gave us a thumbs up. I’m apparently accidentally fashionable again. It happens sometimes.

There turned out to be quite a few PokéStops and Gyms nearby. The PokéStops let the player spin a coin for some rewards, such as more Poké Balls to catch Pokémon. The Gyms are where people can battle, but we were too low level for that at the start. All went well as we collected items and caught a few Pokémon on the way. We tried not to think too much about why we trusted this strange guy on the basis that he said he was a scientist. Why does he need all those Pokémon? What’s he doing with them? What’s actually in these pieces of candy we’re getting as rewards? I’m not saying this stranger was illegally harvesting animals, hiring children he could bribe with sweets without too many questions being asked, and liquidising the animals for his experiments. But it doesn’t exactly look like a proper catch and release programme to me.

Anyway, the choice of PokéStops was interesting. Quite a few are signs for things, rather than the things. An example is one sign that’s placed right next to the tower blocks. Unlike many towns, mine only has these few towers, so they’re a distinctive landmark. Other PokéStops were things like temporary artwork that was no longer there, so they’re lagged behind in history.

pokestop

Image Caption: On the right, a pale tower block with a sky blue stripe running down it. In front of the building is a sign with a map saying “Welcome to Greater Hollington”. The sign is the PokéStop. On the left, the image from the phone screen, showing a Spearow (bird Pokémon) sitting by the building, waiting to be caught.

We continued on towards the coast and the sea mist rolled in. I finally hit the level to join a team, which I did at the next Gym. It was a brick church with a tower. As the Gyms look like little towers on the map, this seemed rather apt. I went with Team Mystic because blue is a nice colour.

mapgym

Image Caption: On the right, a red brick church tower. On the left, the phone screen showing a character standing on a 3D map. Two gym towers are shown. The yellow one on the left is the church tower.

The available Pokémon should change based on the environment, which was clear on our outward route. Home had lots of bugs and a few birds. Asda had a bunch of rats around the back. And the coast had weird tentacle monsters and little lobsters with mushroom ears. The PokéStops also got a lot more historical as we moved into the older parts of town. One marked the house of Elsie Bowerman, a suffragette. Another marked the stone on the divide between the two towns, which is about the only sign it is two towns.

elsie

Image Caption: A blue history plaque on a wall, which is a PokéStop. The writing reads: Elsie Bowerman / 1889 – 1973 / Suffragette, Barrister and Survivor of the ‘Titanic’ disaster lived here / Hastings Borough Council.

Heading further into town, we stopped for lunch and to look around the shops. Pokémon Go players were everywhere. The town centre has a number of PokéStops, including the cricketer statue just outside the shopping centre. But other than Game promoting preorders of the next Pokémon DS title, the shops really weren’t getting in on it. If they’d had cuddly toys and other similar things, I’m sure people would have bought them.

Once we left town, we went through the park. The mist thinned, meaning it was a good time to recharge phones. Spiritunicorn has all the gadgets, so we plugged the phones into a solar panel. The game needs to be running in order to count the distance travelled, so it is hard on batteries.

solar

Image Caption: A portable solar panel on a wooden bench. Two phones are plugged in.

Across from our recharge point was another Gym, which I decided to try. It’s a war memorial with a figure on the top, because I have a thing about Gyms that look a bit like the Gym icons on the map.

It wasn’t an epic battle. I did manage to damage the Gym guardian a bit though. I bet that stung for a few seconds. It’s trickier than usual Pokémon games, as it isn’t turn based. Dodging and attacking are done in real time. It’s hard to say how good I was at that, as my Pokémon were so underpowered.

gym

Image Caption: On the right, a white pillar with a statue on top, viewed across the water. A flock of pigeons are between the pillar and the water. On the left, the phone screen showing a Paras (orange lobster with mushroom ears) fighting a Hypno (yellow biped).

Another unexpected thing about battles is the healing system. Potions are the only way of healing them up. I would have liked to see an alternative to this, like having Pokémon heal over time or by travelling a certain distance.

By the time we got to the end of the park, our phones were getting very low on batteries. We turned them off and headed home. All in all, we walked about 15km (9 miles). It only used 20MB of my phone’s data allowance, though this may be on the low side as the maps would have loaded through my home Wi-Fi. I caught many Pokémon and got a few nice shots through the game’s camera system.

pokemon

Image Caption: Three images taken with the game’s own camera system. Left is a Paras (orange lobster with mushroom ears) on a shingle beach, with the water and mist in the distance. Centre is a Pidgey (bird) on grey pavement stones, with people and scaffolding in the background. Right is a Zubat (blue bat) flying in a garden, next to a standing stone with a hole in it. All pictures have the username (PolenthBlake) placed in the lower right corner.

Our last adventure was close to home, where local players have taken to gathering in a church lych gate. It has a roof and is in range of two PokéStops. The police had evidently been called, though not for one of the players. The person of interest to the police was someone who just couldn’t stop talking. “I didn’t do that. Well, maybe that one time, but not today. Okay, maybe more than once, but not in the last ten minutes.” I do wonder if crime will go down in that area (it has a particular problem with people dumping rubbish) due to the number of people with mobile phones there at all hours.

Heading home meant collecting my thoughts about the game. An obvious one was accessibility. For someone who can leave the house, it isn’t required to actually walk. It uses distance rather than detecting walking gait, so wheelchairs and mobility scooters can also travel the distance. Players don’t have to visit certain PokéStops and Gyms, so can stick to those in accessible areas. This isn’t a game that would work very well for someone who can’t leave the house. It is possible to catch a few Pokémon at home, but it’d mean not getting new supplies at the PokéStops, not being able to hatch eggs, and all the rest.

Catching Pokémon could be tricky for some people, as it requires swiping the ball in the right direction. Some sort of automatic throw on tap would have been a good idea. It’s not like it’d harm the game if some people used the feature who didn’t need it, as catching the Pokémon is more about enjoying the AR.

My main criticism of accessibility in a nutshell: there aren’t alternative ways for doing things or options to customise the game controls.

I also think the instructions need work, as so little is explained. This is particularly true of how to catch Pokémon, as it’s not clear that the player doesn’t have to move towards them, and can keep going until they’re safe before they tap them. For example, one popped up while I was crossing a road. I had time to cross the road and step to the side of the path (out of anyone else’s way), before tapping the Pokémon and starting the catching sequence. Someone who doesn’t know that might think they have to stop in the road or cross back to get closer to the Pokémon.

Criticisms aside, it’s a very fun game. It’s not required to buy things to take part, outside of paying phone costs. Moving between free Wi-Fi areas would be an alternative, as town centres often have PokéStops and Gyms and places with free Wi-Fi. It was fun to see so many others playing the game, including adults, families with young children, and groups of teenagers. People who weren’t playing were still discussing Pokémon, such as reminiscing about the previous games. Everyone who spoke to us was friendly. This was a welcome change, particularly given the current political climate, where the “Go back where you came from!” brigade is out in force.

All I need now is some more Bulbasaurs, so I can feed candy made from their ground-up bones to my own Bulbasaur, and take over the world for Team Mystic. It’s a simple goal.

Gone Home

Gone Home CoverDeveloper: The Fullbright Company
First Release: 15th August, 2013
Version Played: PlayStation 4
Length: Short
Available: PS Store US | PS Store UK | Xbox One | Steam

Katie returns home after touring Europe, only to find the house is empty. She has to piece together where everyone has gone from the clues left behind.

Though Katie is the character controlled by the player, this is primarily about her sister Sam. Finding notes and other objects triggers journal entries, written as though they were letters to Katie. Sam is a teenaged lesbian in the 1990s, and her story touches on dealing with her parents and finding her place in the world. In addition, Katie finds out more about her parents and the previous owner of the house.

There aren’t really any puzzles in the game, as it’s focused on story and exploration. It doesn’t get more complicated than finding a combination to open a lock.

I enjoyed the story. The voice acting was good, and it avoided a lot of the negative tropes that come with lesbian characters. I was a bit surprised it wasn’t a horror game, based on the way it’d been described to me. This is firmly based in the reality of family relationships.

The atmosphere in the house is well done. Floorboards creak whilst a storm rages outside. These things are on random timers, giving them an organic feel. There’s attention to detail with the rooms, making sure they have the expected everyday objects. Each family member has their own style, which shows in the things they own. That said, the realism of the house also means there isn’t anything very surprising around the corner.

I grew up in the 1990s, but in a very different environment to Sam. The whole angle of the feminist punk movement was new to me. The game has music (on cassettes that can be played), fanzines and badges for the bands. The commentary mode includes some thoughts from Corin Tucker, the singer from Heavens to Betsy. There’s a lot of interesting stuff in the commentary in general, so it’s worth playing a second time with it activated.

Accessibility is reasonable. The game has options to remove head movement, and has a crosshair in the centre by default. This helps reduce motion sickness issues. Subtitles and text overlays for notes are also options. There are a few flickering lights in places, but the flickers are short and don’t create a strong strobe effect.

This is an interesting game about growing up and relationships. The emotional narrative and attention to detail stood out as strengths. The short playtime could be an issue for gamers on a budget. There are themes of anti-gay prejudice in the main storyline, and child abuse is implied in the side narratives, though none of that is very graphic.

Among the Sleep

Among the Sleep CoverDeveloper: Krillbite Studio
First Release: 29th May, 2014
Version Played: PlayStation 4
Length: Short
Available: PS Store US | PS Store UK | Steam

On a two-year-old’s birthday, something goes very wrong. An unseen force enters the house at night. Armed only with a teddy bear, it’s time to find Mommy.

This is a game about creepy horror, rather than blood and gore. The world is a very scary place for a toddler. In an early stage, a strange noise sent me hiding under the furniture… only to realise it was the gurgling of a radiator, as heard through a toddler’s ears. That feeling of vulnerability meant I was carefully trying to climb down from furniture, as I was very aware that large falls could be an issue.

But as the game continues, the world gets increasingly unsafe. Those scary sounds might actually be monsters, and the only thing a toddler can do about them is hide. Sometimes escaping meant having to drop from heights, or climb things I wouldn’t have wanted to climb, because things would be worse if I didn’t.

Among The Sleep_20160313040514

Image Caption: A trophy achievement screenshot for “Baby Mozart”. A toddler’s view of themselves and a xylophone on the ground. The crosshair turns into a hand over the xylophone.

The gameplay is relatively simple. Puzzles are within what a toddler can do, such as moving chairs to reach door handles and throwing objects. The main focus is exploring and unravelling what’s going on. You can crawl (the fastest movement speed) and walk (not so fast, but better for seeing things). And run, but I didn’t find any need for that, as crawling is a lot faster and safer. Teddy is carried on your back most of the time, but can be hugged to provide light. He also occasionally offers advice on what to do.

Each of the levels has a different theme, but all of them have elements from the toddler’s home. A forest has furniture in it and a playground has decorations based on the child’s owl toy. It made things familiar, yet also strange. In addition to the main story, there’s a prologue giving more backstory on the relationship between the child’s parents.

Among The Sleep_20160406000948

Image Caption: A backlit playground, with an animal rocker. The crosshair is just about visible in the centre.

I felt the game did a good job of capturing the powerlessness of being a young child. It’s not just about physical strength and ability, but a lack of control over life. There are hints at family troubles from the start, but the child has no power over that. They can’t escape when things turn abusive. I also liked that it reinforced that no one is too young to be hurt by the bad things going on around them. They might not understand it in the same way as an adult, but that’s not the same as saying it doesn’t matter if they’re hurt because they won’t understand or remember it. I remember things back to when I was a baby, so I’ve always had a dim view of the idea that someone can be too young to be hurt.

My main criticism is the climbing mechanic. There’s a button to press to climb things, but at times it doesn’t work for no obvious reason. I had to shift around until finding the magic spot that would start the climb.

A small area of the closet level has flickering lights, which creates a strobe effect. It can be passed quickly, but it’s good to be ready for it. This game is also high on motion sickness triggers. The toddler gait sways. There’s a lot of camera movement climbing up things, and going from crawling to walking and back again. Despite that, I didn’t find it too bad on that front. There’s a crosshair in the middle of the screen, which helps to provide a stable point of reference. The sections are short, meaning it’s easy to schedule breaks. The crosshair and subtitles were on by default in the PlayStation version, which makes a nice change.

This is a great choice for fans of short atmospheric exploration games. It captures the feeling of being a scared child, and offers a perspective that’s rarely explored in games. Note that it does include themes of child abuse and alcoholism, as well as supernatural threats.

The Quiet Collection

The Quiet Collection CoverDeveloper: Nostatic Software
First Release: August, 2015
Version Played: PS Vita
Length: Short
Available: Amazon US (Android) | Amazon UK (Android) | Apple (iPhone / iPad) | PS Store US (PS Vita) | PS Store UK (PS Vita)

A girl doesn’t like noise and distraction, and she’ll do whatever it takes to make it stop. Between her parents, little brother, noisy neighbour and kittens/cat, there’s a lot to sort out before she gets peace and quiet.

The Quiet Collection is a bundle of four short adventure games. The games are also available separately on some platforms. They are: “Quiet, Please!”, “Quiet Christmas”, “Vacation Vexation” and “Candy, Please!” They have old-school pixel graphics and the puzzles are based on picking up and combining objects. Only one object can be carried at once, so it takes a little thought to get everything together.

Though it might not have been intended, the concept reminds me of Sensory Processing Disorder. In “Quiet, Please!” she wants to sleep after getting home from school. But small things, like a ticking clock, are too distracting. Even good things, like her pet kittens, need to be out of the room so she can sleep. The methods of getting those things are sometimes mischievous, but I empathised with wanting to make things as quiet as possible.

“Quiet Christmas” is also at her house. This time, she’s getting things sorted so she can sleep and wake for Christmas. It’s similar to the first game in general size and complexity. It does highlight that one of the issues is people not listening to what she wants, as the neighbour continues to sing Christmas carols when she wants him to stop. He can’t imagine why she wouldn’t want him singing.

The third game starts to mix up settings, by taking the family away on holiday. “Vacation Vexation” also has three mini-games, based on arcade classics: Face Invaders (Space Invaders), Badger (Frogger) and Karate Battle. This one had its moments, but I preferred wandering around the house making things quiet to wandering around a beach resort.

“Candy, Please!” is back home for Halloween. It has a larger playing area, as it includes visiting the neighbours. The puzzles are also a little trickier to work out, as they mainly consist of putting together multiple costumes. It takes a little more thought to work out what might go together to make an outfit.

I enjoyed these mini adventures (each one will probably take under an hour). The puzzles and concept are domestic, focusing on the girl and her normal family routine. They’re nice little games for relaxing. It was fun to see some things progress, like the kittens growing up into a cat (I’m assuming the other two kittens were rehomed, rather than combining into one mighty cat, but the game doesn’t say). I didn’t encounter any bugs or other issues, though there are times when the game won’t allow a puzzle solution that would work in real life.

It is worth noting the time it takes to finish them. They’re short, and will play the same way each time, which might be a factor in how much you’re willing to spend on them. Also the character speech is text-only. It’s fairly chunky text, but may be difficult to read on some screens for some people.

If you’re looking for a little adventure game nostalgia, and something not too stressful, this is a nice collection of games.